Sunday, January 27, 2013

Gamer representations


In lectures we have been looking at sexuality, gender and stereotypes. As we have learnt, the market that gaming companies think they are selling to is different to who really makes up the gaming market (proportion of female gamers and average gamer age). A new reality television show called “King of the Nerds” attempts to emphasise gamer stereotypes by finding the most geeky people they can for their show to compete to be the ultimate nerd. Half of the cast have gaming related jobs such as RPG designer, gaming blogger and pro gamer. They dress like a stereotypical geek, have ‘geeky’ quirks and 7 of 11 contestants wear glasses. Also, being a reality show, the cast are of course expected to exaggerate their character.

Although this ‘nerd’ cast do have many of the qualities of a stereotypical geeky gamer, they include five females and all the cast are in their 20s.  I think this is important to note as the show is more accurately representing the gamer demographic than gaming companies portray. Also, the cast that are part of gaming culture are mostly female. Instead of the assumption that ‘girls don’t and can’t play games’, the show has chosen to cast a pro gamer who is in fact, a girl. The cast are also seen as respected figures in the gaming community instead of ‘gamers with no life’. Gamers compete with other cast members like a geophysicist, neuroscientist and NASA engineer. This show could then be seen as an attempt to in a way break the social stigma attached to gamers and break the stereotype of who a gamer is. I think this is an important development in gaming representations and perhaps this could begin to change the way that gaming companies choose to market their games in the future.

No fat chicks? A slightly more critical look at APB:R

This week we were shown a slide featuring an image from a game called APB: Reloaded. First released in June 2010 by Realtime Worlds it was something of a flop, the servers being shut down within a few months and the game being sold for a fraction of it's development cost by the end of the year. Re-released as a free-to-play MMO in June 2011 it appeared in the Steam library in December of that year and has enjoyed moderate success.

What I want to specifically focus on however is the representation of race and gender within this game. The game has been praised for its ingame customisation system, youtube has some videos showing just how many options are available. Looking at the options critically in the context of racial representations this game actually performs better than most. Important to note here is that there is no default that the player is confronted with before making any changes to a new avatar, the game randomises all options so you can be confronted with any race/gender combination when you begin the game. A brief wander around the social district (a neutral zone where factions do not fight) you'll see African American avatars that actually look like African Americans, however the emergent behaviour shows a lot of these avatars dressed in stereotypically African American roles, thugs, hitmen, and a distinct lack of black female avatars - the females avatars are overwhelmingly white. These observations leads me to assume many of the people behind these avatars are probably not black themselves. One former member of my clan who identifies himself as "Korean-African-American" and lives in southern California plays exclusively hypersexualised white female avatars.

This brings me to representation of gender. The game did pick up some flak for not allowing players to create overweight women, and that the female avatars in the game were objectifying and too sexual. After the lecture I actually logged into the game and yeah, it looks pretty bad. I thought I'd ask around a few of the players I knew and compare their characters. The players who were female overwhelmingly played female avatars - in itself against the norm - further, those females with female avatars tended to wear more revealing attire ingame than their female avatar playing male counterparts. I should probably note that the age range for both female and male players in this impromptu focus group is around 26-27 and a similar look at a 16-17 year old demographic would likely yield different results.

Gender discrimination in games



Gender discrimination in games

I'd like to propose an extremely unpopular viewpoint that maybe sometimes female players bring the hate and discrimination upon themselves.

In big online games where you can chat and talk to your team members, some people have noticed a trend of females (or pretend "fake" females) using their gender to get special treatment or favours in games. No wonder some male players use this to say girls bring too much drama in games, or they need "real" players etc. Gender discrimination is a reality in the real world, but do we need more of this in the gaming world? Especially if whining, cyber-flirting or sending pictures online makes this matter worse. Female players want to be known as a good player who's a female and not just some random female who plays the game. In the readings we had this week, we looked a lot into female protagonists in games being the object of male sexual desire but some female players are actually jumping to become like this in real life. No wonder male don't take female players seriously. It takes a lot to build a good reputation but one group of people may be enough to wreck this.
This does go to show that it's right for female characters to be discriminated against, nor does it represent the big picture and the entire reason for these gender discrimination to occur but it definitely should be something to think about. If all female players play fair then it shows that female players deserve to be taken seriously.

http://wrongtarget.com/gender2012/

This website highlights some games in 2012/2013 which caused the issue of gender discrimination in games to be recognised further. However, I don't think that gender discrimination in games will be stopped anytime soon. I don't think it's realistic to think that it will stop. However, video games are becoming more and more established as a form of mainstream media, and this alone makes the issue very important. Just like the article states, obviously only ignoring this is not making matters any better. If we want the problem to improve, all of us have to be willing to take some responsibility and not tolerate this kind of discrimination. It's going to be difficult and maybe to a certain extent almost impossible to achieve but at least it's a start to trying to make things right.

sexism in videogames

After taking this week’s lectures, I did realize for the first time that video games have already been one of the most popular entertainment media in the world, and I was totally shocked and kind of feel sick about the representation of women and sexuality in video games. As said before I almost never play video games, so of course the topic of gender and sexuality in video games is a thing that I never thought about and the representation of women in video games is also a thing that I never paid attention of. However, after watching those videos and pictures about the representation of women in video games in this weeks’ lectures, some female figures in some videogames’ advertisements which I cannot skip each time before watching some movies and TV shows just popped up in my brain. Before I always classify those kind of video games, in which women are represented with big booms or big bums and seductive sound, as “bad” games, and thought the themes and content of those games must be something related with sexuality although maybe they are not; people who play those games are just like people are watching a r-rated film. I never talk about this with others before, so I do not it is only my own stereotype of video games, or it is a general stereotype that lots of people also have.



It seems until now that, in most video games, women are portrayed either as victims or as so called “damsel in distress”, or represented as sex objects because of their physical appearance or sexually-oriented actions. I can understand that the reason why women used to be and still are portrayed in this way is the marketing targets of video games are mainly men. But based on the recent study that Kevin mentioned in the lecture that forty percent of all game players are women, so I seriously doubt that whether or not the current marketing strategies of most video games will and should still be the good and right choices of videogame companies.

Among the video games I currently knew a little bit about from the lecture, Lara Croft in Tomb Raider is one of the popular games that not mainly and obviously gain its players through portraying Lara’s sexuality. However, as discussed in the lecture, as the simulation technology used in video games develop we currently have a hyperreal Lara in the recent version of the game which makes the physical femaleness of Lara has become more and more obvious. Lara for me is like the Jane Smith acted by Angelina Jolie in Mr. and Mrs. Smith, beautiful and sexy, who cannot only attract men’s eyes, but also women’s attention. So I would say that both “femininity”  and “masculinity” are all represented on Lara which should be one of the main reasons why this game can be so successful.    

         

PS4 Used game restriction? - Gaming Agency

PS4 & XBOX Restrict sharing/used games - At 1up.com
I was just told by a friend that PS4 and Xbox were planning to halt access to pre-used games, where in taking a pre-registered game disc from a parent console to a friends house would have a much use as ice to an Eskimo. This not only ruins a crucial social element of gaming relationships forming, strengthening the bond of the game to the user, but affects immersion with the game as your gaming environment is compromised.

It is slightly hazy as to whether the game would be ruled by a linked online account, or purely a one-console recognition access, but either way this affects audience's right of agency. With the rise of online purchasing and authentication - every time being asked to "log in" to one of your million useless game developer log-ons to prove that you did actually buy this copy - which is a rhetorical question, being almost accused of gaming piracy (no log in, no gaming). This sends an almost knee jerk reaction of being frustrated with the text, even before you engage in it, affecting immersion hugely in my opinion. Being the impatient gamer that I am, when i want to escape into my PC, I do so, immediately. Not fumble around with some tacky user name and password sent to a non-existent email that I was never expecting to be used again apart from when I wanted to find thousands of product advertisements.

Also the lack of backward compatibility to previous platform games such as used PS3 games cheats so many die hard PlayStation fans who can no longer receive their fix of gaming nostalgia - that they paid for - when the games are blatantly underspecified for the new system and could be played on them with ease. This breaks the sense of an interlinked console 'family', whereas they are split into different stages of evolution that cannot culminate to create a legacy that gamers can associate themselves with.

Have I missed anything? If anyone has any more opinions on the matter of system restrictions creating a lack of agency I would be very interested to hear from you

Asian people, do they all know Kung Fu or Karate?


During this week’s lectures and mandatory readings we established that characters from video games are overwhelmingly represented as white, other ethnicities are have limited exposure based on Eurocentric stereotypes. What I wanted to discuss in this blog post is the representation of Asian characters within the video games, their situation is almost identical to that of black characters based on different, yet just as offensive negative attributes linked with race. A study conducted by ‘Children Now’ (a children’s advocacy group) in 2001 found that 86% of protagonists from video games were white, an indicator of the western dominance of representation within video games. This study also showed that 70% of all Asian characters of in video games were designed as fighters, reinforcing the old stereo type that all Asians must know kung Fu or karate. This leads to what was covered in lectures about the game industry’s policies on including other races who aren’t of the western white variety, that is, exclude them all……..unless situation calls for a character who fits a certain profile attached to a stereotyped minority.  What might be interesting to some is that racial stereotyping attached to Asians within videogames is also strongly linked with gender as well. Yes it seems rather unthinkable to have a male Asian character in a game unless they are a culturally ignorant martial arts expert, Yakuza, or triad. With Asian women their characters seem to be ever doomed to play a supporting role or role as a romance interest for the white protagonist. They also tend to fit western notions of being submissive, book-wormy or nerdy, mysterious, exotic, sensual, or all of the above. It must also be noted in the Asian cliché handbook that Asian Females clothing must be limited to either china dresses or kimonos.  Yup, Asians seem to be in the same boat as blacks when it comes to being represented within video games, both their character representations within video games is limited, and of the little character exposure that either race gets tends to be misleading and offensive.




I also find it interesting to note that although some of the most iconic and successful video games have been produced by Japanese developers and studios some have featured characters who are obviously white/European or with white features. Franchises and characters such as Zelda, Mario, Resident Evil or Dragon quest are such examples, whereas others such as many of the Final Fantasy games make ethnicities ambiguous. As discussed in the lecture, players will tend to view the characters based on their own cultural conditioning. This means that players will tend to associate protagonists with their own culture. Making the characters more relatable to the player can be another way to make the narrative of a video game that much easier to be intra-dietetically immersed. I would be interested to hear any thoughts on whether this done on purpose by the developers in hopes of targeting different markets. Another thought I had is it might just be a case of the Japanese developers finding parts of western culture interesting enough to appropriate parts of it into their own work, after all manga, a staple of Japanese pop culture has said to be influenced by English and French political cartoons during the Meiji period. So is it really strange that characters from Japanese videogames look kinda white?

A sexy avatar in the game

In the film realm, the word ’gaze’ is always been used to analysis the characters. In some certain ways, the player not only playing with avatar but also watching it. The different between film and video game is, in playing video game, the player needn’t focus on avatar as watching character in the film. In another world, the game is mainly for playing but not watching. The players are more focus on their avatar’s acting but not their appearance. Based on this point, in most of popular games which like Tomb Raider, it’s hard to find many of ‘sexy’ scenes. The outer appearance of Lara is not the key point in the game.

But, using Lara as avatar in the game is a quite smart marketing strategy. She helps the game made more benefit just like a real actress in the film. Since then there are more and more video game like to use ‘sexy’ avatar. Probably the designer wants to earn more relying on their avatar’s ‘porn’. The result in the reality is not always as the original planning, ‘porn’ as a main point in the game didn’t gain a successful marketing reply. By contract, if one game has a little ‘sex’ in it, it always earns more players, especially the male players. Some of contemporary casual games have proved this point. For example in some Texas Hold'em games, the female avatar always been used as reward for the winning gamer. Thus the female image been used as an object which definitely has a problem with women. Basically, this has no different with those ‘saving princess’ games.

The further problem in the future
During the past technology level, the technology used in game can only simulate a similar avatar but not real person. Just like the first generation of Lara, her breast looks more like a triangle in the first version. Thus the reality still can be separated from virtual world. Once the technology could simulate a hyperreal Lara which allows people feel enough to fake ourselves. How will the players deal with this hyperreal? As we mentioned before, the video game are more focus on playing but not watching. The simulation technology used in the game is still in developing. Once the technology could simulate a real person which made the player cannot divide the reality and virtual world. The interaction between player and virtual avatar will stronger than before. The player probably will lose themselves in the game.

 

Why I hate the term ''gamer''

Why I hate the term "gamer"

In our society as of now, it is only socially acceptable to be a "gamer" or to call yourself a "gamer" if you are between the ages of 10-21 according to my 12 year old brother.. The term gamer, applied to someone who is over the acceptable age, would usually make the general public imagine a socially inept introvert who doesn't have a job, and etc.

Gaming, and the levels of acceptability
How come it is that if you play games on a computer, a machine that is programmed to do a variety of things, gaming only being 1 of possibly millions of things you can do on a computer, you are deemed to be less socially capable than a person playing on a console, a machine built with the sole purpose to play video games? "Oh but you can also surf the net on the XBOX/PS3/etc." Maybe so, but you can also do that on a PC, and anyone with common sense would use a PC to go on facebook or youtube rather than a console because the console has limited capabilities compared to the PC.

Gaming is for kids.
No its not. The only people who have that opinion are parents with no time to care for their kids, so they give them a video game as if it were some kind of babysitter. One of the reasons that people think games are for kids because the majority of kids are playing games not intended for their age group, but games franchises such as Call of Duty thrive off the money of the parents of underage children so making a change would lose them money.  There are games directed to children just as there are films directed to children and books directed to children.

But only real 'gamers' appreciate the graphics or minor details of a plot line or character quality. So the term gamer is loosely used as this older age group gain attention in the online community and spend their time worrying about their gaming outfit, their choice of weapons and how they are represented as an online identity. So if these gamers are so absorbed in their world, the other gaming people who do not devote their time like this show that both can be gamers.  Yet the level of ability and standards from each player vary and in the future their may be more defined restrictions on what a real gamer, or part time gamer can be.

Gamer stereotypes and Me



Recently I was talking to some friends from work, casually discussing video games, and the thought occurred to me that it was very strange. It was strange because of the openness everyone had discussing video games in a culturally diverse group of people who get stuck together in an office for hours a day. There was no judgment or fear of being judged. It was very odd of me because of the way I used to treat the idea of video games.
As a teenager I was an avid game player but I was very select about when, where and who I was with when it came to even mentioning games. Purely because of how heavily invested I was in the gaming culture myths. Reading the cracked article "5 reasons it’s still not cool to admit to being a gamer" (http://www.cracked.com/article_18571_5-reasons-its-still-not-cool-to-admit-youre-gamer_p2.html) I was aware of how much I had believed them just a few years ago.

The King of Douches
Now I am certain that I was not the only gamer who while not being ashamed of playing video games was a little apprehensive of judgment. This issue is rooted in how game player see themselves. They consume media showing how geeky, weird, or even gamers as The Sovereign Lord of Douche-Baggery and buy into it.

However we are repeatedly shown in lectures these stereotypes are grossly inaccurate.  As we see in the picture above marketing companies seem to think they have figured it out and won’t be changing their target market soon. No, I think that the requirement to change lies with us. We as the consumers need to “vote with our feet” and force the change by no longer meekly accepting this representation and make an active effort to change the way we view ourselves and the standard of conduct by which we hold ourselves. If we continue to fail to challenge the status quo then video games will struggle forever to capitalise upon its vast potential as a narrative medium and gamers will continue to fear judgment. 

How to Put Women in their Place (and Give them Depth)

   Thursday's lecture surely made a lot of us think; many of the blog entries this week have been focused on gender representation and sexism in videogames. In particular what disgusted me was when Kevin made mention of the attempted rape sequence in the up coming Lara Croft game. I did some lazy googling to find out more about this, listened to snippets of people's opinions on YouTube (gamers who are offended by the scene as well as those who do not see the problem), but the moment it was mentioned in class I thought about something I'd read a while ago about female characters and the treatment of rape in literature, but it is also applicable to games.

  The article speaks on the Woman in Refrigerator trope that was included in class and flips it into such an overtly offending generalisation-- that rape is a good idea to use when one needs to knock a strong female character off her pedestal, or a back story which comes to define every movement they make, every strength they develop, basically the act of rape defines victims of rape. Rape is abused as a literary device reminding women how vulnerable we are, and tells those who have had this happen to them that their rape is the most interesting thing about them. Just read the article, and the comments, it's awesome.

 Back to Lara Croft and Tomb Raider (2013) however, the game designer has publically announced that no instance of sexual assault takes place in the game whatsoever and that the pivotal moment in Lara's story is when she is forced to kill another human for the first time, despite an executive producer initially stating that she is "almost raped" and has to choose whether to "fight back or die" and it is an important moment of evolution for her character (Ron Rosenberg's interview with Kotaku). Whether or not sexual assault was the original implication of the scene doesn't really matter in the broader scope of this issue and how it reflects tired, societal views on women.

  Rosenberg's comments imply that women will not go through rape if they fight back, he simplifies it to rape being reliant on and the reactionary fault of the woman being raped. No wonder people were initially furious with his interview? Perhaps the company had to backtrack to cover what may not be evident in the game, but what certainly could have been suggested at. That it is only the threat of rape that empowers Lara Croft to defend herself. So many problems... I can't even. It's up to your personal interpretation but nevertheless this whole Tomb Raider debacle has shed light on a serious issue that needs to be spoken about, and is currently (always) super relevant.

 I'm not saying rape should be ignored in videogames, not at all, just that the treatment of rape within these worlds needs to change. Strong female protagonists do not need rape to legitimise their roles as strong female protagonists.

Thank you,
Georgia.

Reddit as gaming community microcosm


Popular online social news and entertainment site Reddit as social economy game/ parallel to game culture
Reddit.com is a site where users submit content in the form of a link or a text (self) post, and then other users show their appreciation  of displeasure with the post by voting the submission either up or down. Submissions that have a high ratio of upward votes (Upvotes) to downward votes (Downvotes) gain more visibility. The site is comprised of divided communities or "subreddits", and as a registered user of the site you are given the ability to create your own community with a focus on anything you like, politics, movies, games, music etc.

On each registered user account there is a counter that records the number of upvotes that the account has garnered over the course of its posting history. This number, known as Karma, essentially acts as an indication of how successful the poster is at submitting interesting or thought-provoking content. This is the sole function of Karma. You cannot redeem these points for anything, they have no monetary value whatsoever and yet there are people who dedicate hefty amounts of their time to collecting these points in the most efficient way possible.

 In this way reddit can be seen as an economy (or hoarding) simulator of sorts,  the purpose of which is to gain capital or - the approval of the users present on the site. In this economy there are producers, users who generate or find content, and two kinds of consumers: passive consumers, who either are not registered or do upvote or downvote, and active consumers, registered users who contribute to the game economy by voting their opinions on the content presented. Within this system, it's not illogical to assume that new and interesting content will be rated more highly and that boring or reused content will be rated poorly and thus lose visibility.

However, this is largely not the case and reposts (knock-offs) of popular posts are rife, some being unintentional and some not, but many receiving near or as many positive votes as the original. Often posts with a new point of view are rejected while  (very)slightly different iterations of the same old viewpoint are rewarded.

Why is this?

58% of reddit users are below 35 and over 60% are male, and to this end, the main content producers of reddit tailor their posts to this demographic. For presenting or agreeing with generally held beliefs of the relevant subreddit, users are accepted and thus more likely to gain positive feedback and incentive to post more. Successful posts are popular posts, so the cycle repeats itself ad nauseam until the core beliefs of the majority demographic are ingrained into the economics of the game.  Much like the gaming community at large, within reddit change is often seen as a threat to many and thus is stamped out.
The stagnation brought about by these attitudes mirrors that which we see in the gaming industry, as do many of the prevailing attitudes regarding sexuality, race and gender. The answer to this on reddit is to have moderators, who manage their own communities. Some are well managed (new content, fresh ideas, adherence to rules - /r/askscience) and some are poorly managed (little respect for forum rules or guidelines with little intervention of the moderators in the way of enforcing). These are in isolated communities however and a global solution is yet to be found. What is the solution for games? A regulatory body or screening process? Inspectors?

As an economical model reddit is a microcosm of gaming society (as well as a part of it) as it showcases the cycle of content and belief reinforcement  that we see as gamers, in the form of a game where the aim is to manipulate and utilise popular opinion for profit.

Why is Immersion Important?? Slightly Belated


I was confused about immersion in the lecture last week. Not about what it was, but exactly why it was important. Which may seem stupid, because it seems like it goes without saying that immersion is important. But when everyone started giving examples of those self-reflexive moments in games (“change which port your controller is plugged into to win the game!”), and these examples don’t ruin the playing experience, I wondered about what kind of immersion is key to the “success” of a game. If structural incoherence can be deliberately used to enhance a game, then how bad can it be?

I used to love Ron yelling "press the X button Harry!" when I played the Harry Potter games

I talked to Kevin after the lecture about it, and I got the gist that immersion isn't synonymous with a “good” game, but it is a factor in the quality of game experience. How much does it factor? Of course it came down to the frustrating “it depends”. Being unable to climb that low fence doesn't bug me as much as it bugs friends of mine. Yet if a period film includes costumes or props that are totally inappropriate for the period, the film can be completely ruined for me. I've thought about it a bit since Tuesday, and the critical awareness of a text seems to be an important part of immersion. Maybe it’s ok if you are drawn attention to the mediated nature of your text, as long as you are not yet critically assessing it. Immersion not completely wrecked.

Great. Movie ruined.

Kevin also talked about parallels in immersion with other mediums. Books tend to have standard format, page size, layout, font etc. The aim being that you are focusing on the prose, rather than what it physically looks like which could draw you away from the “aesthetic” nature of the prose and the narrative. Straight away this made me think of the author Douglas Coupland. Coupland has complete creative control over his books, down to paper, font and layout. He does crazy things with margin sizes and fonts, and he also uses the physicality of the books to tell his stories. He'll use font to create pictures and repeat the same word over and over again if that's what the protagonist is thinking about, for example. And while this brings to attention the fact that you are reading something constructed and mediated, it never ruins the experience of reading, of the narrative or the prose. Rather it contributes to it.


So Coupland helped me understand how immersion can work in games - it's not he be all and end all, but how creators play with it is important. If breaks in immersion are intentional then they can be used to great effect. Unintentional structural incoherence can just ruin everything. Coupland's also relevant because some of his best books are about programmers, including game programmers! You should totally read Jpod and Microserfs.

(Eleanor Woodhouse)

Resident Evil 5 is racist but just how sexist is it?


After discussing the racism and sexism of Resident Evil 5 in the lecture, I was rather shocked with myself. I couldn’t believe that I’d played through the game without even considering how euro/male-centric the representations were. Our discussion of privilege in tutorial helped me to understand why I had been so blind. Privilege is often invisible. As Marshall Mcluhan says, “one thing about which fish know exactly nothing is water, since they have no anti-environment which would enable them to perceive the element they live in.” I am a white male and video games are nearly always made with my demographic in mind. I had not really been aware of how I’d always been the centre of the universe in video games I experienced. I think this is because when I play, I love to get really immersed in the game world in a way that I don’t get with film. I’m awake now however.
Some might not consider the game sexist. We must not forget the power of interpretation. People bring in different contexts when they encounter a text. A texts meaning is fixed in the act of reading. So while Sheva was clearly crafted with sexist ideologies in mind, it is possible that not everyone will view her as a damaging representation. Like Lara Croft, Sheva was designed as an object for male voyeurism. Players can even unlock more revealing clothes for her. However, as blogger Cara Ellison explained, Lara Croft’s appearance meant very little to her as a young female player. Lara Croft was instead inspirational for her as an example of independence, strength and bravery. There is a key difference between Lara and Sheva. In Tomb Raider, you are Lara while in Resident Evil, you control Chris. You interact with Sheva through Chris in story mode. You chose which gun she should carry and take/give her ammo, health-herbs and other items. You can order her to attack or cover you. In other words, you indirectly control her through your male avatar. So although she is undoubtedly a strong character, unlike Lara she is largely dependent on a man. Eugene. F. Provenzo Jr observes how video games encourage dependence in women and dominant gender roles in males and Resident Evil 5 is no exception. The game could have avoided this by allowing you to play as Sheva in story mode as well as multiplayer. So yeah, Resident Evil is pretty damn sexist.

If you're looking at talking about racism in your assignment, Edward Said's Orientalism would be pretty useful :)

Lloyd Thomason (2691650)
word count- 423
This week I contributed to 'Gender and Sexuality- I disagree'


Ear”THQ”uake in the gaming industry.


THQ Inc., the American videogame developer and publisher, known for games such as Saints Row, Company of Heroes, and Metro 2033, have become defunct after years of financial troubles and debt and declared bankruptcy in December. As of the 22nd of January they have sold off all but one of its studios and related properties at an auction to other video game developers such as Ubisoft and SEGA.


By November 13, 2012 THQ reported that they had defaulted on a $50 million loan from Wells Fargo and with poor reception of previous games and pushing back releases of new ones it was only a matter of time before the company would have to dissolve.[1] “THQ is laying off all employees whose divisions were not part of the sale, retaining only a small staff to guide what remains of the company through the remainder of the Chapter 11(of the US bankruptcy code) proceedings.” [2] THQ CEO Brain Farrell said "while we had hoped that the restructuring process would allow the company to remain intact, I am heartened that the majority of our studios and games will continue under new ownership.”[3]

Here is the full run down of who got what:

·         Crytek, the developers of the Far Cry and Crysis series, have purchased the rights to the Homefront series and are also developing Homefront 2.

·         Ubisoft have the rights to the upcoming role playing game South Park: The Stick of Truth as well as THQ Montreal who will be joining their development team. South Park Studios is objecting the auction however and do not wish to be owned by a company other than THQ.

·         SEGA have acquired Relic Entertainment, the developer of real-time strategy games such as Warhammer 40,000 games and Company of Heroes 2.

·         Koch Media bought Saints Row developer Volition Inc as well as the Metro series.

·         Darksiders’ developers Vigil Games has remained with THQ but Platinum Games’ CEO Atsushi Inaba has expressed interest in acquiring the franchise.

·         Finally Take-Two purchased the publishing rights to “Evolve”, a new game under development, and may possibly purchase the WWE franchise as well.


It is sad that THQ have gone under as I have fond memories of reckless shenanigans in Saints Row: The Third (sexual objectification TO THE MAX; there is an essay and a half embedded in that game) and Metro 2033 is a deceptive, fascinating game as we have learned but we can only hope that the new owners of such titles shall keep the standards high if they are to release follow-ups and not lose any devoted gamers tracking these series. This is the cut-throat side of business but here’s hoping for a brighter future as doors close to allow new ones to open in this ever-changing industry.

Videogame showcase comes to NZ


I love gender and over-sexualisation of women in games as much as the next bloke but I feel like it has been largely covered already over this blog so I wish to discuss about something else, in particular an exhibition at a museum...about video games! Last weekend I went to the Game Masters exhibition in Te Papa, Wellington. My first reaction when hearing about this was “oh boy this is gonna filled with bratty children slobbering on the consoles with Call of Duty posters everywhere.” But yet again my cynical side was doused as I was slightly...impressed. 


The exhibition covered 40 years of videogames featuring over 100 playable games with in depth looks at the works of influential game designers such as Hideo Kojima and Will Wright. Te Papa is a very family friendly, interactive museum; quite a contrast to Auckland Museum which I suppose guided the decision to host the exhibit down there. The exhibit was broken down into 3 different segments, starting with Arcade Heroes, the first arcade games. Actual, original arcade machines sourced from collectors around the world and restored to their former glory with Pac Man, Missile Command and Tower of Druaga just to name a few could be played as the history of each game and the innovations behind them were annotated alongside. I could see why people would rather rush to the controllers than read the descriptions but I was becoming more captivated behind the reasoning why game designers had made a certain decision over another and how they stumbled upon an idea which would remain iconic in the gaming industry. The fact that I was also studying videogames at a university motivated me as I felt the exhibition could give some if any kind of benefit in studying for this course. ANYWHO along the chronological corridor of the interactive entertainment pastime was Game Changers: the section which covered the majority of the games there as it was about the groundbreaking creations of gaming superstars. 


Up first they had the ever so cheerful Mario and his plethora of games accompanied by Legend of Zelda and Sonic. The table laden with Nintendo 3DS was chocka block with people so I ventured fourth and tried my hand on the Sega Dreamcast for the first time. While diagetically immersed in the game (sorry had to put it in), I learnt to appreciate how far the development of games has come. You don’t need flashy graphics powered by a grunty, high performance console to have fun. It was about the game mechanics and the game I was playing, Chu Chu Rocket, was very addictive implementing strategy and patience as tools needed to advance in the game. Other notable games were Warcraft III (showing examples of cultural borrowing with the Orc and Elven races), Metal Gear Solid, Dance Central 2, got my ass handed to me trying to play Avenged Sevenfold on Guitar Hero and the Sim City series. Through interviews, art, and storyboards, you could discover the processes through which the designers’ ideas became completed games. One of the clips shown was of game designer Peter Molyneux who talks about the positives of showcasing his work in a public environment:



The wide range of games provided really showed how games cater for all ages, genders and skill levels.  The exhibit itself symbolised just how popular and integrated videogames have become in society and having a retrospective journey of its development meant you could appreciate this new medium and how much work really goes into it. Seeing all types of gamers there, ignoring the “hardcore” vs “casual” debate, you realise that at the end of the day, we are all having fun. Although subcultures within the community may look down upon “low cultured” gamers, it’s about personal experience and satisfaction from playing which differs from person to person.  Releasing games such as Dance Central 2 and Guitar Hero keeps the market open to a broad audience, accommodating to easy-going gamers for family-friendly environments. Overall it was a worthwhile experience, which of course ended with a high definition plasma touch screen version of Angry Birds and its ever-growing merchandise. I recommend it for anyone with any amount of interest in videogames. The exhibition runs pretty much every day through till the 28th of April. http://www.tepapa.govt.nz/WhatsOn/exhibitions/gamemasters/Pages/Welcome.aspx